yes, I'm sure. it caused me a lot of problems before, so i don't do it anymore in general: i would like to create a distributable app, that can be downloaded as a jar, and launched as a standalone app on clients' machines. so, test environment in this case would be a standard PC, windows box for example, with jre installed, and nothing else.

furthermore, when i run my app from command line on a different machine, i get following exception:

and when i run it by double clicking jar file - it runs fine. i think there might be something wrong with classpath or path settings - different settings when running from cmd, and different when running by launch.

i've encountered strange problem:i've built my app, and when i run dist version for my platform (i586) by double clicking the jar file, it works fine.but when i run the same app by entering java -jar "path\to\jar\my_jar.jar" it runs with errors:

okay, it seems that the cause of problem was in some smoothing (point, line, or polygon) or in some hints related with them.when i completely turned off all quality hints (GL_NICEST) and all smoothing application works with normal speed = fluently. further tests in progress...

yeah, i tried TraceGL, and it shows all issued openGL commands nicely. but that's all, no errors reported (on radeon9000/dell d600 laptop).btw: i tried to cause error by putting glVertex outside glBegin/glEnd, but it does not result in error, because:

i've written simple app in java using jogl. on my relatively old laptop (pentium m 1.5, radeon 9000, 1g ram) it runs smooth.but on a desktop with geforce4 mx integrated GPU it runs terribly, and there are errors in displayed graphics (strange spikes). the fps i get on this hardware is... well, terrible. for example: refresh after window expose takes about 10 seconds. not 1/10 of a second, 10 loooong seconds. and the same goes for normal drawing (display) or reshape.

of course i am NOT using immediate mode currently i'm using DL but planning to switch to VBO.

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If you 650k vertices, points probably aren't the best way to visualize it since it will get awfully crowded on screen.

that's true. especially, when point size increases, there is more blending to do (while blending is enabled) and that slows down rendering significantly.

one more thing comes to my mind: in 3dMark 2001 SE there's one test that draws Stanford bunny and i think that point sprites are used for that. how is it possible to draw solid objects with point sprites? point sprites are just textured quads, aren't they?

that's right, it affect only points. that's OK, but what should i do, when i need fully opaque big sized, round points, i mean with transparency set to 0... now, even if i set glcolor4f(... , ... , ... , 1.0f) the points rendered are blended with other overlapping points, and with the background.

so, the thing is: i need points to draw as a nice big circles, with a color like with blending disabled. maybe this is not possible at all? i know this sounds tricky

in general, i need some method to draw a large geometry data set, around 650k vertices, and drawing this as points seems to be one of the fastest methods. or maybe you have some other ideas? point sprites? or maybe some other geometry, not points?

unfortunately, now i'm having other problem, probably related with java web start and NetBeans:when i compile and run my project with default config, then it runs ok,but when i enable java web start in project properties, and try to build and run, then the project cannot run, and ends with an error:

how to enable glpoint smooth without enabling glblend or any transparency at all? is it possible?i mean, i need nice, round points, but not transparent. when i disable blending points become awfully square...

i have extracted jars and dlls into folder, and added it to classpath and path environment variable (windows),but that didn't change anything. i have used jogl-1.1.1-rc8-windows-i586.zip.how should those variables be set?

you have always the option to download the ziped modules and install them directly with the plugin manager if you experience proxy problems.

yes, i've done it already. the thing is, i think it's not proxy related at all. anyway, i've also tried to install through downloading full zipped modules.

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What happened if you used the GLCanvas?

i already had canvas in my frame, so it had proper size (indeed, in the beginning it was resized to 1x1... confusing). so, resizing works for me too.

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I have tested the pack on ubuntu and winxp i586/amd64 and it worked fine for me.

yes, in general, it works. but there are some exceptions. anyway, i managed to install it. that's not the main problem.

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The only thing I can imagine is that you still have native libs somewhere in the JRE/JDKs library path

before installing opengl pack, i have uninstalled it, and removed all occurences of jogl.jar, jogl.dll, gluegen-rt.jar, gluegen-rt.dll, and anything else what had jogl in the name. so, i think my system was relatively clean.

so still, GLJPanel works, and GLCanvas doesn't.

that's fine, i can switch to GLJPanel, but why GLCanvas stopped working suddenly? (maybe i should test it with some older version of JOGL/openglpack? maybe i should remove netbeans, and everything, and try again with clean install?)

not yet, i have tried a lot of things, but with no luck. i've noticed few things: when i import NBOGLpack update center into netbeans, and then install ONE of the plugins, and then (after IDE restart) try to install some other plugin from opengl branch it says: proxy error... i have completely no idea why.BUTwhen i install all of plugins from opengl branch (clean install) then it's OK

also, GLJPanel works.GLCanvas doesn't.

so i think there's something wrong with openglpack itself, openglpack-to-netbeans bindings, libs, or just the installer.

are you using netbeans opengl pack from https://netbeans-opengl-pack.dev.java.net/?maybe you should clean your system from old versions of jogl: remove all jogl related files; jars and dlls, gluegen, and others, and then try to install openglpack again.

thanks for the tip it turned out that there were no native libs in the lib directory of my project (i don't know why, only jars were there).i have put the dlls in the lib dir, and now my app runs (with the -jar option which you specified, thanks) with -Djava.library.path=./lib option.

so now we can get back to the real problem: my app runs now, but with errors, like this:

1

javax.media.opengl.GLException: Errormakingcontextcurrent

i think that my problem might be thread\context related. i don't have any thread control code inside my app.

okay... thanks, i'll try that later today. and what about deploying app on other machines?

i've copied all contents of dist dir (myApp.jar + lib dir containing all needed jars) into target machine, but it just doesn't run at all. when i run in console i get java.lang.NoClassDefFoundError, so obviously, i'm doing something wrong. [but this is offtopic]

Conclusion:- I guess, I will stick with the GLCanvas after taking a deeper look at the GLCanvas on my laptop. It seems to be the most "compatible" for me, especially as I have no option to rely on nVIDIA/ATI graphics cards on every computer

thanks for your quick replies. anyway, yes, i'm using clean build, but with no luck.and about mismatched jogl.dll and jogl.jar... well, i have replaced all occurences of those files in my system with new ones from jogl-1.1.1-rc8-windows-i586.zip file, but still nothing.

btw: what is the best way to keep clean with those jogl files, to avoid future conflicts, and version problems?i was using openglpack for netbeans for automatic installation, but something went wrong, and it doesn't work anymore... well, maybe it works, but with the above problems.

hello, i've been developing my simple JOGL app for some time now, and all of a sudden it just stopped working properly. i've been using GLCanvas for drawing, but suddenly my app began to raise exceptions while run, like this:

i am not using any multithreading things, its just a simple JOGL+Swing app. after making some minor modifications to my code, and after some update (in netbeans, i think it was the openglpack update) my app broke down.

i tried a lot of things, and have no idea what is the root of this problem.

i've just tested my app with GLJPanel instead of GLCanvas, and it works just fine.

hello, i have a strange problem: when i run my jogl app from netbeans, blank lines appear in the output window, but i don't output any text from my app.there are no errors, app runs fine, but it's quite strange... here's the output:

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